A car

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BIYA
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A car

Post by BIYA »

I made this and don't say I did'nt... If you have any suggestions I would be happy to listen.
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Car3.JPG
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BIYA
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Post by BIYA »

Heres the bzw file if you want it.
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I_Died_Once
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Post by I_Died_Once »

Looks like you built it with tinker toys

nice
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BIYA
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Post by BIYA »

Okay? Any other way would lead to it being to big to be in a server. Thats like my 5th try on making one.. But, its perfect no errors no bad faces nothing. You can put it into a group and make a map called Car Mania and or make a dealer ship map that only sells on car. :) Err forgot an image.. It also has some exhuast to...
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Post by Teppic »

Here, have some new wheels...Imagewheel archive

EDIT, yes I made it, me, ok I stole the map from my sister, but who do ya think taught her to map, eh?
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JeffM
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Post by JeffM »

that one I am sure you made :)

looks like some sci-fi explorer thing.
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Post by BIYA »

Thanks for the wheels Teppic :).. Heres another car.

*Edit* Teppic I can't seem to open the tar file of yours.
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Post by Guest »

Now you'r talking, Biya! :D Try to make the wheel arches smoother though. ;)
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Post by BIYA »

Yeah I had some problems that really made me mad and are stupid to do like forgetting that I have a point selected and moved another point then like after 50 different things I changed I find out that I accidently moved a point and it really made me mad plus its hard to smoothin stuff out when its tesselated.
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Post by Dervish »

Second one is a huge improvement. :) Try making the height of the car lower by shortening the height of the sides (door, fenders, etc.).
protected object myTank(){
foreach(noob in this.game){return frag(noob);}}
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Post by JeffM »

*sniff*... they learn so fast....
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Post by BIYA »

:) I've known how to do that im just to lazy to try ;) The first car was just my imagination going then I tried for the real thing... Well sorta.. Jeff what is a good file size for a "Realtime" object?
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Post by BIYA »

Heres another pic :)... I hav'nt tested it yet so I dont know if it has any errors...
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Post by JeffM »

file size is irelivant, it's triangle count that is what gets you.

your target tri count is based on your target system.
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Post by BIYA »

Would there be a way to get rid of some tri's without causing harm?
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Post by JeffM »

that is the art of polygone reduction. Generaly you reduce detail that will never show at the ranges you want. don't make arcs or spheres as smooth. Combine triangles into larger ones etc..

do some research there is much info on it on the net.

step 1 is finding out what your polygon count IS.
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Post by BIYA »

843 polygons exactly in the second car :).
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Post by JeffM »

hoooly damn!!!
that's a lot for that simple thing.

make your wheels not so round, you never get that close to them.
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Post by BIYA »

heh.. I thought it was simple to.. but my first car has I think 40 or 90 polygons so. But I tested the second car and it seems that there were a few problems with the top side edges.. Tried to fix them but no luck. Might restart all over again.
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Post by M1A2AbramsTank »

Once u get the wheels down u should add a texture and get it to rotate, that would be awesome!
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Post by Dervish »

It's looking better and better, biya. :)

Yes, you don't need to have perfectly round wheels. Anything from 16-10 sides or so will look fine. The texture will make it look even better.
protected object myTank(){
foreach(noob in this.game){return frag(noob);}}
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Post by BIYA »

I finally got it down. Dervish I did exactly that. I made a 10 sided torus and made that into 4 wheels and the body is made from one box ;). Some cool textures like Chrome, taillight, headalight, and window tint. The file size is 48kb and I think the poly count it like 350 or so.
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